https://academy.unrealengine.com/ 官方B站 https://space.bilibili.com/138827797/#/ C++ 【侯捷】《C++系统工程师》课程 链接:https://pan.baidu.com/s/1ScdbFxNbW624ou86wUtQCQ提取码:3hn8 【吕鑫】【VS2015】C/C++/数据结构教程(推荐有选择的看)http://class.qq.com/class/22124.html 书籍推荐 《...
先来看看TSubclassOf是怎么使用的吧,下面是一个TSubclassOf使用的例子。 UPROPERTY(EditDefaultsOnly) TSubclassOf<UXXXBaseClass> BaseClass; UPROPERTY(EditDefaultsOnly) TSubclassOf<UXXXBaseActor> BaseActor; // 创建对应的UObject if (BaseClass) { UXXXBaseClass* NewObject = NewObject<UXXXBaseClass>(...
2.C/用户/UserName/AppData/local/UnrealEngine/4.22 simple7503· 2021-06-07· 0 直接获取所有的蓝图类,然后选一个neng'yong'de leafszy· 2021-06-06· 0 获取所有的,然后选一个能用的:get all actors of class leafszy· 2021-06-06· 0 也是...
指向actors的变量通常或者指向一个有效的actor(任何在关卡中实际存在的actor)或者指向None值。None等同于C/C++中的NULL指针。然而,在UnrealScript中访问具有None引用的变量和函数是安全的;结果通常为0。 注意一个object 或 actor引用是“指向”另一个actor 或 object,它并不“包含”一个真正的actor 或 object对象。...
GetPawn Target Return Value IsValid Input Object Is Valid Is Not Valid Event BeginPlay Parent:Receive Begin Play SET Dat References Get Actor Of Class Actor ClassBP_DatsReference_C Return Value Dat References SetActorLocationAndRotation Target New Location New Rotation Sweep Teleport Swee...
我们创建一个Actor,叫AMyActor,它包含一个Sprite(精灵),这个精灵负责显示自定义图标:代码如下: #pragma once #include "GameFramework/Actor.h" #include "Components/BillboardComponent.h" #include "MyActor.generated.h" /** * */ UCLASS() classNANTOPDOWN_API AMyActor :publicAActor ...
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SeeActor,ActorComponent, andAnimationInstanceclasses for appropriate methods to get and set data. Console variables Data that should be globally accessible can be stored in console variables and modified from the editor's console. SeeConsoleVariableclass for appropriate methods to get and set data. ...
The unreal editor diagram shows that Read Vector Float is the method for Sim3dGetFloat actor class that receives float data type of array size 3. Note Depending on the number of elements you need to read, use one of these methods: Read Scalar <DATA_TYPE>— To read 1 element. Read...
AMyActor* CreateCloneOfMyActor(AMyActor* ExistingActor, FVector SpawnLocation, FRotator SpawnRotation) { UWorld* World = ExistingActor->GetWorld(); FActorSpawnParameters SpawnParams; SpawnParams.Template = ExistingActor; World->SpawnActor<AMyActor>(ExistingActor->GetClass(), SpawnLocation, SpawnRotat...